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Video on making a frigate with strikecraft movement.

I used MANSHOOTER's addon in this video.

By on October 20, 2008 10:49:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Kiedjor

Join Date 02/2008
+11

After thinking on how to do this, I think I finally did it. Probably needs more smoother or fluid movement which might or might not be possible. But, we will see!

The frigate (strikecraft) tend to sometimes get stuck on the ship its attacking. Currently in the process of working this out.

http://files.filefront.com/Work+in+progress+for+fightavi/;12115293;/fileinfo.html

 

 

 

 


Work_in_progress_for_fight.avi

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October 21, 2008 11:40:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

High acceleration, low deceleration?

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October 21, 2008 12:49:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ya i'm trying to get it right but its always this rigid feel to it. Maybe i'm spoiled with homeworld2.

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October 21, 2008 1:25:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks great! Actually moving ships ! Dream come true... only thing I think I noticed is that we don't see you ship firing.. + it goes through other ships...! Interesting!

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October 21, 2008 2:23:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ya the thing is , the ship moves too fast and due to how the targeting and firing system works it becomes buggy. I might change the weapons to missiles which probably look a lot better.

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October 21, 2008 4:38:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Good luck with that

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October 21, 2008 6:32:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Can we know how did you accomplish this? Invisible controller ships and the frigate models attached? Have you worked out a solution for other associated problems, like ships being unable to phase on their own and dissapearing as they "dock"?

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October 21, 2008 6:37:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ya, the kamikaze ability that the scouts get for advent I changed it so they wont die when they try to ram the target. Using the same stats as the fighter's speed I put that into the info file. Also make sure the line in kamikaze ability that says being able to pass through targets make sure thats true. Also, combine with the kodiak sprint ability it will speed up while in fight.Hope this helps.

 

The model is the vasari fighter model I replace the frigate model with this one. Not the other way around.

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October 22, 2008 6:08:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And to say..this man of a Kiedjor..is the same one helping me out on my first ever mod!

I'm too spoiled

Have to say it again though! KIEDJOR========YOUR SUBMARINE ROCKS!

 

+1 karma

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October 22, 2008 6:29:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks man! I'll return favor give you +1 karma

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October 22, 2008 6:41:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That's an ingenious solution. I feel bad that you have to jump through such hoops to make that work. If I get some free time I'll look into how easy it would be to add a parameter to the frigate entity files to have them select the fighter physics. I can guarantee they won't behave exactly how everyone wants moving frigates to work but atleast it'll be much easier to get to that state. Perhaps with the right value tweaks it'll be pretty good.

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October 22, 2008 7:07:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow man that would be great!

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October 22, 2008 7:11:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That would be sweet

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October 22, 2008 9:55:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

HOLY SHIT!

Blair Fraser in person...*faints*! The maker, designer and producer of the no.1 game on my top ten list (You're good to have outranked Exile 3: The Ruined World') The world's BEST RPG!!!

I bow to you!

 

Justin

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October 23, 2008 3:19:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

*fans ShadowMastiff* Breathe, man, breathe...

That would be awesome, by the way. Kiedjor's solution is quite innovative, I wouldn't have thought of that, but having this ability supported by the engine would be even better! And once again, hat's off to Kiedjor for the best solution to static battles problem so far.

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October 23, 2008 3:42:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ty manshooter! I cant wait for your mod it kicks ass! I love the addon aswell!

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October 24, 2008 10:15:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I was working on something similar to this as well. I was able to get pretty good moving battles by playing around with the acceleration settings but I never could solve the ships smacking into one another when you've got many bunched up. Still it looks cool. See here at about 1:10 into the video http://www.youtube.com/watch?v=rMFt4XjTeH8

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November 16, 2008 10:27:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I thought about changing the deceleration rates to make the battles "moving" but had no idea how!  Does the AI do alright with it? I imagined telling ships to go somehwere and they would constantly travel in circles trying to get there and never stopping. 

How bad do they bump into each other? Is it constant? Is it aesthetic only or does it change gameplay significantly?


EDIT

 

Blair mensioned that everyone wants moving frigates. What about capital ships? Would they still function with a low deceleration?

 

With 1.1 (1.096 as of now) are ships able to fire while moving?

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November 17, 2008 2:00:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, its not just frigates.  Everyone wants to be able to mod ship AI, PERIOD.  So if someone (like Major Stress) wants to make a fighter-like capital (like the Defiant) he can.  Plus I'm sure DANMAN could use it too.  Well, basically every Sins modder would find a use for it.

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November 19, 2008 11:38:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i just thought about something cause Kiedjor way seem defiant and smaller ship like

but SteelFin way seem more likely for larger ships

a mix betwen both would look awsome

i'm just trhowing an idea i have no idea on how the ai work in sins is it possible to change the way the A.I behave or write a new one or we are stuck with those we have?

if we could get the A.I. to have a "battle speed" insead of the classic get in range stop and fire?

for the ships smacking into each other my idea may seem stupid but it simplicity make it the closer to reality cause a ship will inevitably smack into an other in a battle so if there is a way to make collision deal dmg to ships then just let them take dmg until they die

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November 20, 2008 12:16:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It seems the v1.1 seems to make the method i was working a lot more worse and i'm not sure whats causing it.

 

i just thought about something cause Kiedjor way seem defiant and smaller ship like

but SteelFin way seem more likely for larger ships

 

The thing about large ships they collide way too easily. Which screws up the flight. Smaller ships seems to work way better cause well they are smaller.

 

 

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November 20, 2008 2:21:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It's been requested for Entrenchment that we allow frigates to optionally use fighter physics and attack pattern logic. I'll be looking into seeing how feasible it is and do my best to hook it up. Hopefully before beta 1.

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November 20, 2008 2:34:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How did you solve the problem of ships stuttering violently back and forth in place when they are moving slowly, or stopped? That has been the issue i have been having in trying to implement fighter type movement.

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November 20, 2008 12:04:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The ships stuttering has only started for me post 1.05 and I haven't yet figured out why or how to fix it. I am using the same acceleration values as I did with 1.05.

Ideally I wanted to create a ship ability like the scout explore that allows one to go into evasive manuver mode which would essentially set the acceleration/deceleration settings so they move in battle. The AI would then turn it on automatically only in battle too rather then how I have it now where its always on. I can't do it that way though because changing deceleration is not possible through an ability as far as I can tell. Only some of the acceleration parameters like linear speed can be changed.

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November 20, 2008 2:07:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just make them negative values.  It LinearAcceleration is a negative, then it means it obviously must have less acceleration.

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December 5, 2008 4:19:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'd like to know if the dev's have looked into moving ships yet. Mr. Fraser said he'd look into it, I'd love to know what progress has been made. I am trying to make a pds style mod and that requires lots of things soase doesn't support yet without masive juryrigging:

 

1. targetable ship sections on capitals

2. Ships that can spawn other ships

3. Tracking turrets

4. of course ship motion during combat, any naval commander will tell you "a stationary ship is a dead ship."

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